Tuesday, November 25, 2008

Level selection menu created

I Created a quick level selection option so that I can easily create levels that can be played from the main menu. I eventually want to make the levels look like "worlds" in a universe.. but i'm not going to waste too much time on that right now.

I am now having to clean up some of the code to make it easier to port the player object into other levels.. without having to re-create him in each one. I will use a dummy object that can be placed in a new level.. and the player object will simply be put in that position. I guess we could put this in the very needed: cleanup catagory. Coming along nicely though. I'm getting better an whipping up ui controls, and working with the scenegraphs (object-image layer). So that's the added benefit of cleaning this code up.

cheers!
-nic

Sunday, November 23, 2008

local games option

I added a "local game" option. This will allow gamers to decide to play locally and will not attempt to connect with the server. The advantage of this is that you will be able to play even if you don't have an internet connection. An additional fringe benefit is that it makes testing the game a little easier since you don't have to wait for the latest challenger information to be loaded every time.

phsyics bugs resolved!

Melv was able to resolve most of the physics bugs in TGB for me! The probe will no longer get hung up on corners, or while sliding down ramps! This is something that was a real show-stopper for me.. kudos to Melv!

Thursday, November 20, 2008

Network code.

I've been working on net code mostly lately. I am in Seattle for a couple weeks, but I'm finding time to get some work done on the game anyway. It took me 6 hrs to figure out why I couldn't connect to the game server back home. It turned out that it was mapping my port incorrectly. That's fixed now.

Melv May, the creator of TGB is working on a couple bugs I've been struggling with where the probe gets caught on corners, and ramps. Hopefully he can fix it as that's a game-breaking problem at the moment.

My next tasklett, is to allow a local game with no competitive ghosting or network connection required. That shouldn't be too much work.. just hack out a quick UI, and a global state variable. I should be able to get it done before I go back to Portland on Friday. I probably won't be able to get too much done this weekend though due to some hosting plans I have.

Wednesday, July 2, 2008

cracklepop demo alpha version 0.119

goal: try to beat it with 100 seconds on the clock. It's not impossible.. but very hard. I haven't even done it! (my best is 97.2)
video showing improvements:


new version includes the following:

1) effect for grabbing energy, and other visual cues
2) changed level time to 100 seconds so it's hard to loose. This will make it easier for beginners to learn the ropes but still allow them to compete for time.
3) fixed mouse jump. It was a layering problem. It's since been fixed.
4) increased the zoom out slightly for the level


=link discontinued=
cracklepop_alpha_0.119 DOWNLOAD

Monday, June 30, 2008

new alpha version download

here is a new alpha-version for you to try.
=link discontinued=
http://dl.getdropbox.com/u/44618/cracklepop_alpha_0.115.rar

fyi: please use spacebar to jump
as there is a known issue where the mouse button doesn't work all the time.

known issue 2: you get stuck occasionally. hit escape, then restart.. hopefully I'll fix this soon.

patch-notes:
I noticed some problems with play-control and have since change the way you move in the following ways:

1.No more charging to jump. Now you will intantaniously be jumped according to the lengh of the vector (how far your mouse is from the ball). I noticed a problem with the charging, and releaseing. Since you always wanted to be able to react quickly to a bounce you would charge up a jump. Often this would cause you to have too much force when you only needed a small jump. Now you can jump with any force and direction you want at a moments notice making the game more enjoyabe due to better play-control.

2. Graphics. I added some pretty particle effects. Some just to be purty.. and others to be functional. For instance you will notice that when a jump is available you will see the ball lights up. This gives you a visual clue that makes it easier to know when you can jump.

3. Limited jump-spamming. There was a bug where a player could keep hitting the space bar over and over again to fly around the level.. that's since been smashed.

Saturday, June 28, 2008

pre-alpha demo download!

demo download:

=link discontinued= https://dl.getdropbox.com/u/44618/cracklepop_alpha_0.112.rar

Don't expect too much, but I have a demo level compiled. Lots of work to do still. Let me know if you have any good ideas on inprovements.
cheers!
-nic

ps. Here's the time to beat: 16.3 seconds! Remember, getting stars rapidly gives you combos which increases your time.. each star only gives you 1/10th of a second normally.